| 513 | } |
| 514 | |
| 515 | void CSoundMemoryManager::on_requested_spawn(CObject* object) |
| 516 | { |
| 517 | DELAYED_SOUND_OBJECTS::iterator I = m_delayed_objects.begin(); |
| 518 | DELAYED_SOUND_OBJECTS::iterator E = m_delayed_objects.end(); |
| 519 | for (; I != E; ++I) |
| 520 | { |
| 521 | if ((*I).m_object_id != object->ID()) |
| 522 | continue; |
| 523 | |
| 524 | if (m_object->g_Alive()) |
| 525 | { |
| 526 | (*I).m_sound_object.m_object = smart_cast<CGameObject*>(object); |
| 527 | VERIFY((*I).m_sound_object.m_object); |
| 528 | add((*I).m_sound_object, true); |
| 529 | } |
| 530 | |
| 531 | m_delayed_objects.erase(I); |
| 532 | return; |
| 533 | } |
| 534 | } |